Update 1.12 NEW FEATURES: - Added option to choose input frames from 1 to 10 in control settings; - Added time on the character and stage select in online matches; - Added color 16 of Nuno and Jorge to their profile to play online; - Added option to find all characters you use in ranking; - New ranked search by level (initially the search starts with a difference of up to 1000 points, higher or lower than yours, then the search level increases from 500 points); - Now it is possible to see all the colors on the selection screen, even the locked ones; - Added notification when a player is online; - Added visual information that the opponent has accepted an online match; - New look for the defense bar, now it works as a meter and no longer as a breaking shield. ------- FIXES - Fixed the problem with returning to the menu after changing resolution (only happened when offline); - Fixed the problem where Mingmei could be defeated in story mode, in Siberia; - Fixed problem where some characters had unlockable hits if hit in a specific way at maximum distance; - The ending video can now be played in the Gallery; - Fixed the problem with online saving, now the results are being saved on the server; - Fixed problem with control detection, which was sometimes inverted; - Fixed issue with the game crashing on the victory screen; - Fixed problem with Lobby creation, which sometimes crashes the game; - Fixed several issues in Trials mode; - Fixed problem where we could not buy items that cost 30BP if we had exactly 30BP; - Fixed problem at the end of story mode in the fight between Nuno x Hector; - All normal grabs now have the same startup, number of active frames and recovery; - Added greater recovery frames to all supers special in the game; - All characters' taunts now take the same amount of time (80 frames) to remove half a power bar from opponents; - All characters' breaker now has the same duration (40 frames); - Fixed issue in Rainbow mode that could make you face Cerberus in every match; - Fixed issue in Hot Pursuit mode that could bug the waves of fireballs; - Decreased analog stick sensitivity in menus (may need further adjustments, depending on player feedback); - Fixed issue with space strips on ultra-wide monitors; - Added texts with languages supported by the game in the menu descriptions in online mode; - Changed the positioning of lobby creation and search, now they appear directly in online mode; - Changed the positioning of the control type choice in the Profile; - Added difficulty progression in survivor mode, depending on the level of the waves of enemies; - Fixed issue with Steam cloud save; - Disabled shortcuts for 2 punches, 2 kicks, etc... In Combo Factory mode; - Disabled the options for changing controls when choosing characters in the lobby; - Hot Pursuit and Rainbow modes are now visible in extra modes, even without unlocking them; - Now if you pause in the training mode, it will stop the online search. ------- BUGS - Fixed the Jorge's bug that he could fly away when hit a bomb; - Fixed the Nuno's "A" move that could sometimes get stuck in the air; - Fixed the bug where sometimes the character should die from chip damage but remain standing; - Fixed the black screen bug in Final Attack that could happen when playing online; - Fixed the dsync that sometimes occurred with one of Malika's moves; - Fixed the Jorge's bomb that sometimes caught the opponent but didn't explode; - Fixed the Arshavin's attack that contains armor and was previously invulnerable to several hits; - Fixed the "tech" grabs that sometimes didn't hit and left the character intangible. ------- CHARACTERS NUNO: - Fix of elemental gain in defense. MINGMEI: - Fix the "Dance of Dragons" hits, only the last hit gave hardknockdown, now they all do. KIMBERLY: - Removal of infinite combo using feint; - Change the rolling command, now it is QCB + kick (avoiding buffer conflict); - Rolling follow-ups can now be performed 2 frames earlier; - Adjustment of follow-up input after rolling; - Correction in the solidbox of aerial and standing counters (preventing the opponent from being able to bypass the counter and hit Kim); - Correction of the opponent's pause and the counter elemental's hitbox (avoiding attacks not being punished); - Correction in the super "guia Resplandecente", now it is invulnerable to attacks; - Added the possibility of throwing tasers after "Gedan Mawashi Geri" with no bar cost (new combo route); - The electric eagle from the "guia Resplandecente" super now does not interrupt juggle points, allowing you to extend combos if the super hits the opponent in the air. ARSHAVIN: - Slight change to the blockstun of the crouching weak punch (preventing abusive tick throw); - Change the command of the "Russian Scissors" and the elemental, now it is Back, Forward + kick (avoiding buffer conflict). MALIKA: - Fix of elemental gain in defense; - Change of command in Kukuda (Malika) follow-ups, now they are forward + button; - Faster startup of conversion lotus and juggle changes (new combo route); - Slight damage increase on Lotus; - Slight damage increase on converted lotus (stationary); - Slight damage increase from the converted lotus projectile; - Slight chip damage increase from the "Lotus Illusion" super from 0.4 to 0.6. NDIDI: - The startup of the weak crouching punch is now faster, it's a good attack to counter the opponent's pressure. JORGE: - Fix of elemental gain in defense; - Now the elemental "Gilson" catches even if the opponent is falling (new combo route). SEBASTIAN: - Correction of the hitstop on "Fica Frio"; - Correction of his solidbox in the "Highlander Uppercut" super, it was wrong (too small); - Slower startup in Sebastian's weak crouching punch and kick (avoiding infinity or abusive pressure with microwalk); - Elemental dash startup is now different in neutral. In combo it remains as it was before, in neutral it is slower - Change of command for "Fica Frio" and its elemental, now it is QCB + punch (avoiding buffer conflict and facilitating cancellations); - Last hit of target combo 2 can now be canceled with "Dodge Punch"; - The "Cruzado Potente" follow-up can now be canceled from special, elemental and super attacks. HADASSA: - Correction of elemental DP, now hits the opponent when crouching and catch the opponent is in the air; - Slightly reduced punch damage and weak crouch kick; - Crouching weak kick and punch now give more elemental bar to the opponent; - Clinch command change is now Back , Forward + punch (avoiding buffer conflict). SHO: - Fix of elemental gain in defense; - Hitstun adjustment for the strong kick at close range; - "Ranki Ryuu Geri" strong kick version now avoids projectiles; - Decreased hitbox in the "Shippu Seiken Tsuki" attack and corrected its solidbox; - Slight damage reduction for "Shippu Seiken Tsuki"; - Slight damage decreases for Elemental 2. DAISUKE: - Fix of elemental gain in defense; - Adjustments to Daisuke's cr.HP hitbox; - Kiritsuke's > "Ameaa" command change, now it is done with a strong punch; - Reduced movement speed, now the same as Sebastian (status 4); - Strong punch in the air it's now 1 hit; - Elemental 3 is now much more negative in defense. XIMENA: - Fix of elemental gain in defense; - Adjusted the hitstop of the strong kick at close range; - "Ritual Fnebre" now avoids projectiles. HECTOR - Fix of elemental gain in defense; - Adjustment of input frames for QCF and DP (fixed the problem of doing one attack and another coming out); - Fix of elemental gain in attacks with and without mask (he wasn't gain elemental bar); - Weak version of the "Cata Lixo" attack now has a smaller startup; - Weak dp with mask now has a smaller startup; - Elemental DP with mask now has more invincibility frames.
[ 2023-09-21 23:38:16 CET ] [ Original post ]
🎮 Full Controller Support
- [0 B]
But make no mistake, Pocket Bravery was created to be a new and unique fighting game, with original characters, vibrant colors and a combat system that will impress you, since the game was designed with the focus on high level players. Even so, it has features that will teach beginning players how to develop and evolve in the game.
The game uses the digital pad and four buttons, two for punches and two for kicks. You can execute the traditional commands from the fighting games using the directional pad plus the button to make special moves, super specials or even the final attack. Each character has an element that represents his strength, can be physical or supernatural. You can accumulate up to 2 attacks on the elemental bar. Through this system, it is possible to execute elemental attacks that have different characteristics from the others and bring new offensive or defensive possibilities for the player.
[ 6138 ]
[ 3458 ]